Presentation given by Richard Burkert, Julie Adcock, Ron Punako, and Dave Luciew at the Pennsylvania Museum 2016 Conference demonstrating transformative augmented, virtual and mixed reality concepts for extending the museum story and exhibition experience.
Experiments in emerging technologies - An overview of the work of the Science Museum Group's Digital Lab for the Museum Next 2017 conference in Rotterdam.
Imagine the longest possible straight line across the landscapes of mainland Britain. From the north-west of Scotland to the south coast of England. It traverses and connects an incredible diversity of places and landscapes… fields, farms and housing estates, shopping centres, roads and railways, schools, factories and mountain-tops.
Now imagine that line planted with trees. A linear forest with its own life rhythms, ecologies, and will to growth. What would happen if you could see that line, interact with it, and hear its hidden voices, ecologies and the politics of its places as you walked along or across it?
This is The Common Line.
Experiments in emerging technologies - An overview of the work of the Science Museum Group's Digital Lab for the Museum Next 2017 conference in Rotterdam.
Imagine the longest possible straight line across the landscapes of mainland Britain. From the north-west of Scotland to the south coast of England. It traverses and connects an incredible diversity of places and landscapes… fields, farms and housing estates, shopping centres, roads and railways, schools, factories and mountain-tops.
Now imagine that line planted with trees. A linear forest with its own life rhythms, ecologies, and will to growth. What would happen if you could see that line, interact with it, and hear its hidden voices, ecologies and the politics of its places as you walked along or across it?
This is The Common Line.
Extending the Virtual World Framework for Mobile TrainingRonald Punako, Jr.
Presents technical approaches for delivering immersive world content within the Virtual World Framework (VWF) to mobile platforms for Joint Knowledge Online (JKO).
Technological innovations, such as smart devices and immersive and wearable technology, and their fast adoption, are impacting the way people seek entertainment, shop, behave and learn. Learn how Tata Interactive Systems uses 3D Virtual Worlds, Augmented Reality, Oculus Rift, Google Cardboard, Holograms, Digital Walls, Interactive Tables and Beacons to enhance user engagement and improve learning effectiveness using games and simulations.
Speaker: Manisha Mohan and Kshitij Nerurkar, Tata Interactive Systems
Short tutorial given by Mark Billinghurst on April 14th 2016 on how to build low cost VR experiences using the Google Cardboard VR viewer. The slides show how to use Unity and the Cardboard SDK to build VR applications.
HTC Vive, FOVE, Playstation VR and more - Presentation Meetup 20 Feb 2016Richard Hoffmann
A Meetup presentation of VR projects I worked on the past years.
HTC Vive, FOVE, PSVR (former Project Morpheus), Razor Hydra, Leap Motion & Trinus VR. Including Oculus DK1 and DK2 obviously as well as Gear VR and Cardboard.
This presentation highlights the difference between 360 and 180 degree VR devices and experiences, as well as the benefits of Eye Tracking for VR.
De komst van nieuwe devices, zoals de Microsoft HoloLens en de HTC Vive, zorgen voor nieuwe gebruikerervaringen. Het is mogelijk om jezelf te transporteren naar een hele andere wereld, of de huidige wereld te zien door een andere bril. Wat zijn virtual, augmented en mixed reality nou eigenlijk? Hoe zorg je voor de optimale ervaring voor je gebruikers met deze nieuwe technieken?
Nico van Driel en Rob Bakkers geven je een doorkijk naar deze nieuwe virtuele werelden. Ze laten zien wat er nu en in de toekomst allemaal mogelijk is met deze nieuwe devices zoals de HTC Vive en de Microsoft HoloLens.
Bekijk de presentatie over Mixes Reality met de Microsoft HoloLens hier: http://www.slideshare.net/Avanade-Nederland/mixed-reality-met-microsoft-hololens
Virtual Reality, a simulated environment in three dimensions, is not new but emerging technologies and companies like Facebook and Microsoft have recently pushed it back into the spotlight. There is a huge future in VR and meaningful experiences are being developed for it. In this webinar,
~ Discover what Virtual Reality is and gain a brief historical summary of it
~ Understand how VR will change everything ranging from gaming to education
~ Learn about the various products coming out in 2015
~ See how libraries and makerspaces are making use of VR
“What is real? How do you define 'real'? If you're talking about what you can feel, what you can smell, what you can taste and see, then 'real' is simply electrical signals interpreted by your brain.” ~ Morpheus
Discussion of museum studies and exhibition design techniques that can help VR designers develop educational VR experiences (presentation given at the VR in Education meetup in NYC on February 23, 2017)
Qbit’s VR training environments are virtual spaces which allow users to be trained through learning-by-doing experiences from a first or third person view.
Qbit’s VR e-Commerce environments are designed to bring the online shopping experience to the next level by taking the users into fully interactive 3D online stores.
Key screen shots from the Academy Insider - the California Academy of Sciences' new mobile app.
The Academy Insider provides visitors with easy access to engaging and self-guided tours – each one organized around a specific scientific theme and each one plotting a unique pathway around the museum.
Individual exhibits located throughout the building are connected in unexpected ways. Fresh digital content, supplemental to information conveyed on the actual physical exhibit, inspires exploration both during and after the visit.
shot
Light ID based Interactive Exhibition Using Smart Glass and AR TechnologyVinayagam Mariappan
Digital technologies provide a valuable and engaging element of the exhibition visitor experience. At their best, digital displays and computer-driven interactives form an integrated part of the exhibition narrative and reinforce the learning objectives of the exhibition. This presentation covers Light ID based Interactive exhibition using smart class and AR for immersive and interactive exhibit.
The emergence of digital media formats, Internet resources and the ability to create digital content through the use of interactive mobile devices like tablets, smart phones and interactive whiteboards have now become a standard feature of every classroom environment. This presentation by Mike King and Jesse West will provide ways to create digital rich interactive lessons. Participants will be provided with various digital tools to construct interactive multimedia rich lessons "From Hyperlinks to Augmented Reality." The simple design method used in the presentation will offer participants an array of ways to access and combine content into a complete seamless direct instructional learning occurrences that focuses on 21st century learning modalities. These modalities of learning are designed for students who need a representational experience, the provision of symbolic figurative occurrences, concrete episodes, abstract developments, and symbolic interactions with their world. Digital tools used in the presentation will include hyperlinks, QR Codes, Videos and Augmented Reality formats such as Aurasma
Extending the Virtual World Framework for Mobile TrainingRonald Punako, Jr.
Presents technical approaches for delivering immersive world content within the Virtual World Framework (VWF) to mobile platforms for Joint Knowledge Online (JKO).
Technological innovations, such as smart devices and immersive and wearable technology, and their fast adoption, are impacting the way people seek entertainment, shop, behave and learn. Learn how Tata Interactive Systems uses 3D Virtual Worlds, Augmented Reality, Oculus Rift, Google Cardboard, Holograms, Digital Walls, Interactive Tables and Beacons to enhance user engagement and improve learning effectiveness using games and simulations.
Speaker: Manisha Mohan and Kshitij Nerurkar, Tata Interactive Systems
Short tutorial given by Mark Billinghurst on April 14th 2016 on how to build low cost VR experiences using the Google Cardboard VR viewer. The slides show how to use Unity and the Cardboard SDK to build VR applications.
HTC Vive, FOVE, Playstation VR and more - Presentation Meetup 20 Feb 2016Richard Hoffmann
A Meetup presentation of VR projects I worked on the past years.
HTC Vive, FOVE, PSVR (former Project Morpheus), Razor Hydra, Leap Motion & Trinus VR. Including Oculus DK1 and DK2 obviously as well as Gear VR and Cardboard.
This presentation highlights the difference between 360 and 180 degree VR devices and experiences, as well as the benefits of Eye Tracking for VR.
De komst van nieuwe devices, zoals de Microsoft HoloLens en de HTC Vive, zorgen voor nieuwe gebruikerervaringen. Het is mogelijk om jezelf te transporteren naar een hele andere wereld, of de huidige wereld te zien door een andere bril. Wat zijn virtual, augmented en mixed reality nou eigenlijk? Hoe zorg je voor de optimale ervaring voor je gebruikers met deze nieuwe technieken?
Nico van Driel en Rob Bakkers geven je een doorkijk naar deze nieuwe virtuele werelden. Ze laten zien wat er nu en in de toekomst allemaal mogelijk is met deze nieuwe devices zoals de HTC Vive en de Microsoft HoloLens.
Bekijk de presentatie over Mixes Reality met de Microsoft HoloLens hier: http://www.slideshare.net/Avanade-Nederland/mixed-reality-met-microsoft-hololens
Virtual Reality, a simulated environment in three dimensions, is not new but emerging technologies and companies like Facebook and Microsoft have recently pushed it back into the spotlight. There is a huge future in VR and meaningful experiences are being developed for it. In this webinar,
~ Discover what Virtual Reality is and gain a brief historical summary of it
~ Understand how VR will change everything ranging from gaming to education
~ Learn about the various products coming out in 2015
~ See how libraries and makerspaces are making use of VR
“What is real? How do you define 'real'? If you're talking about what you can feel, what you can smell, what you can taste and see, then 'real' is simply electrical signals interpreted by your brain.” ~ Morpheus
Discussion of museum studies and exhibition design techniques that can help VR designers develop educational VR experiences (presentation given at the VR in Education meetup in NYC on February 23, 2017)
Qbit’s VR training environments are virtual spaces which allow users to be trained through learning-by-doing experiences from a first or third person view.
Qbit’s VR e-Commerce environments are designed to bring the online shopping experience to the next level by taking the users into fully interactive 3D online stores.
Key screen shots from the Academy Insider - the California Academy of Sciences' new mobile app.
The Academy Insider provides visitors with easy access to engaging and self-guided tours – each one organized around a specific scientific theme and each one plotting a unique pathway around the museum.
Individual exhibits located throughout the building are connected in unexpected ways. Fresh digital content, supplemental to information conveyed on the actual physical exhibit, inspires exploration both during and after the visit.
shot
Light ID based Interactive Exhibition Using Smart Glass and AR TechnologyVinayagam Mariappan
Digital technologies provide a valuable and engaging element of the exhibition visitor experience. At their best, digital displays and computer-driven interactives form an integrated part of the exhibition narrative and reinforce the learning objectives of the exhibition. This presentation covers Light ID based Interactive exhibition using smart class and AR for immersive and interactive exhibit.
The emergence of digital media formats, Internet resources and the ability to create digital content through the use of interactive mobile devices like tablets, smart phones and interactive whiteboards have now become a standard feature of every classroom environment. This presentation by Mike King and Jesse West will provide ways to create digital rich interactive lessons. Participants will be provided with various digital tools to construct interactive multimedia rich lessons "From Hyperlinks to Augmented Reality." The simple design method used in the presentation will offer participants an array of ways to access and combine content into a complete seamless direct instructional learning occurrences that focuses on 21st century learning modalities. These modalities of learning are designed for students who need a representational experience, the provision of symbolic figurative occurrences, concrete episodes, abstract developments, and symbolic interactions with their world. Digital tools used in the presentation will include hyperlinks, QR Codes, Videos and Augmented Reality formats such as Aurasma
Design challenges, content and tools for cultural heritageISMB
A personal stream of consciousness in 60 slides: from Physical to Digital and beyond, encompassing themes like culture dualisms, value chains and workflows, challenges, opportunities and other topics, to suggest a rich design space.
Lecture 12 in the COMP 4010 course on AR/VR. This lecture was about research directions in AR/VR and in particular display research. This was taught by Mark Billinghurst on September 26th 2021 at the University of South Australia.
Brief overview of digital activity at the Royal Pavilion and Museums, Brighton & Hove, and strategic thinking behind this.
Delivered at the 'Welcome to the Digital Age' event at the Royal Engineers' Museum, 9 July 2013.
Largely notable for obscure cake metaphors and use of the phrase 'counter-curatorial'.
How Creatives Are Getting Creative in 2020 and BeyondNuxeo
Today’s creative teams are facing some crazy challenges – studios are shut down, production is stalled, and staff are scattered. But overcoming new challenges is where creative people excel.
This webinar will explore some of the innovative strategies and new technologies that have:
• Generated inspiration
• Used existing digital assets in unique ways
• Developed new processes
• Motivated teams
Learn how we can tackle the future together.
Panel Discussion, The Future of the Museum: TechnologyJane Alexander
Panel Discussion, The Future of the Museum: Technology
Monday, February 10, 2014 - 6:00pm - 7:00pm
This event is open to the public.
SOLD OUT
A century ago, the “new technology” in American museums was electric lights. Today,Enrico Meneghelli (1853-after 1912), Studio Interior, 1879. Oil on panel, 35.6 x 24.8 cm. Boston Athenxum purchase in honor of Rodney Armstrong, with funds provided by several anonymous donors, 2008. with the advent of computers, the Internet, flat panel touch screens, and myriad portable electronic devices, museums have a huge range of technologies to explore and use in carrying out their missions. This second of three panels on “The Future of the Museum” explores how the rapidly developing digital revolution is affecting these traditionally conservative institutions. Is new technology a threat or an opportunity? Which museums are in the forefront of using these powerful tools?
Three innovating technology specialists, including Jane Alexander, chief information officer, The Cleveland Museum of Art; Teresa Lai, senior manager of online publications, senior producer in the Creative Production Division of the Digital Media Department, The Metropolitan Museum of Art, New York; and Amit Sood, head of the Google Art Project, will discuss the challenges and delights of bringing technology to the museum world.
Engage on the go:Mastering Mobile Content Delivery (presentation at the Ameri...Layla Masri Soares
This session outlined exactly how mobile users want to interact on the go, focusing on the types of ideal content and features to offer and popular tools that make it fast and inexpensive to build and maintain mobile offerings.
Speakers:
Layla Masri, President, Bean Creative
Nancy Proctor, Head of Mobile for the Smithsonian Institution
Liz Neely, Director of Digital Information and Access at the Art Institute of Chicago
(presentation given at the American Association of Museums in May 2012
Conversation aims to explore markers for augmented reality and how the University of the Western Cape Library makes use of markers for augmented reality to enhance the information retrieval process
Copy of slide deck presented at the AAM MuseumExpo on Monday, April 27 at the Technology Innovation Stage
The Minneapolis Institute of Arts (MIA) has created an open source toolset for crafting and sharing engaging digital stories. “Griot”, a West African term for wise story-teller. The interpretive software is in use at the MIA, branded as ArtStories: http://artstories.artsmia.org ArtStories are available on tablet devices provided in the galleries, and for those using their own devices. The tools includes authoring content, presenting stories, and tiling & annotating images to enhance zooming, panning, and highlighting details.
This session will describe the development of the tools, demonstrate the software in action, discuss the results of a formal audience evaluation, and its impact on museum visitors.
NMC Horizon Report Project Preview -- 2012 Museum Edition presented by Holly Witchey and Alex Freeman at the 2012 MCN Conference in Seattle, Washington on Thursday, November 8, 2012.
JMeter webinar - integration with InfluxDB and GrafanaRTTS
Watch this recorded webinar about real-time monitoring of application performance. See how to integrate Apache JMeter, the open-source leader in performance testing, with InfluxDB, the open-source time-series database, and Grafana, the open-source analytics and visualization application.
In this webinar, we will review the benefits of leveraging InfluxDB and Grafana when executing load tests and demonstrate how these tools are used to visualize performance metrics.
Length: 30 minutes
Session Overview
-------------------------------------------
During this webinar, we will cover the following topics while demonstrating the integrations of JMeter, InfluxDB and Grafana:
- What out-of-the-box solutions are available for real-time monitoring JMeter tests?
- What are the benefits of integrating InfluxDB and Grafana into the load testing stack?
- Which features are provided by Grafana?
- Demonstration of InfluxDB and Grafana using a practice web application
To view the webinar recording, go to:
https://www.rttsweb.com/jmeter-integration-webinar
Generating a custom Ruby SDK for your web service or Rails API using Smithyg2nightmarescribd
Have you ever wanted a Ruby client API to communicate with your web service? Smithy is a protocol-agnostic language for defining services and SDKs. Smithy Ruby is an implementation of Smithy that generates a Ruby SDK using a Smithy model. In this talk, we will explore Smithy and Smithy Ruby to learn how to generate custom feature-rich SDKs that can communicate with any web service, such as a Rails JSON API.
UiPath Test Automation using UiPath Test Suite series, part 4DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 4. In this session, we will cover Test Manager overview along with SAP heatmap.
The UiPath Test Manager overview with SAP heatmap webinar offers a concise yet comprehensive exploration of the role of a Test Manager within SAP environments, coupled with the utilization of heatmaps for effective testing strategies.
Participants will gain insights into the responsibilities, challenges, and best practices associated with test management in SAP projects. Additionally, the webinar delves into the significance of heatmaps as a visual aid for identifying testing priorities, areas of risk, and resource allocation within SAP landscapes. Through this session, attendees can expect to enhance their understanding of test management principles while learning practical approaches to optimize testing processes in SAP environments using heatmap visualization techniques
What will you get from this session?
1. Insights into SAP testing best practices
2. Heatmap utilization for testing
3. Optimization of testing processes
4. Demo
Topics covered:
Execution from the test manager
Orchestrator execution result
Defect reporting
SAP heatmap example with demo
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
The Art of the Pitch: WordPress Relationships and SalesLaura Byrne
Clients don’t know what they don’t know. What web solutions are right for them? How does WordPress come into the picture? How do you make sure you understand scope and timeline? What do you do if sometime changes?
All these questions and more will be explored as we talk about matching clients’ needs with what your agency offers without pulling teeth or pulling your hair out. Practical tips, and strategies for successful relationship building that leads to closing the deal.
Key Trends Shaping the Future of Infrastructure.pdfCheryl Hung
Keynote at DIGIT West Expo, Glasgow on 29 May 2024.
Cheryl Hung, ochery.com
Sr Director, Infrastructure Ecosystem, Arm.
The key trends across hardware, cloud and open-source; exploring how these areas are likely to mature and develop over the short and long-term, and then considering how organisations can position themselves to adapt and thrive.
Securing your Kubernetes cluster_ a step-by-step guide to success !KatiaHIMEUR1
Today, after several years of existence, an extremely active community and an ultra-dynamic ecosystem, Kubernetes has established itself as the de facto standard in container orchestration. Thanks to a wide range of managed services, it has never been so easy to set up a ready-to-use Kubernetes cluster.
However, this ease of use means that the subject of security in Kubernetes is often left for later, or even neglected. This exposes companies to significant risks.
In this talk, I'll show you step-by-step how to secure your Kubernetes cluster for greater peace of mind and reliability.
GraphRAG is All You need? LLM & Knowledge GraphGuy Korland
Guy Korland, CEO and Co-founder of FalkorDB, will review two articles on the integration of language models with knowledge graphs.
1. Unifying Large Language Models and Knowledge Graphs: A Roadmap.
https://arxiv.org/abs/2306.08302
2. Microsoft Research's GraphRAG paper and a review paper on various uses of knowledge graphs:
https://www.microsoft.com/en-us/research/blog/graphrag-unlocking-llm-discovery-on-narrative-private-data/
Transcript: Selling digital books in 2024: Insights from industry leaders - T...BookNet Canada
The publishing industry has been selling digital audiobooks and ebooks for over a decade and has found its groove. What’s changed? What has stayed the same? Where do we go from here? Join a group of leading sales peers from across the industry for a conversation about the lessons learned since the popularization of digital books, best practices, digital book supply chain management, and more.
Link to video recording: https://bnctechforum.ca/sessions/selling-digital-books-in-2024-insights-from-industry-leaders/
Presented by BookNet Canada on May 28, 2024, with support from the Department of Canadian Heritage.
DevOps and Testing slides at DASA ConnectKari Kakkonen
My and Rik Marselis slides at 30.5.2024 DASA Connect conference. We discuss about what is testing, then what is agile testing and finally what is Testing in DevOps. Finally we had lovely workshop with the participants trying to find out different ways to think about quality and testing in different parts of the DevOps infinity loop.
Slack (or Teams) Automation for Bonterra Impact Management (fka Social Soluti...Jeffrey Haguewood
Sidekick Solutions uses Bonterra Impact Management (fka Social Solutions Apricot) and automation solutions to integrate data for business workflows.
We believe integration and automation are essential to user experience and the promise of efficient work through technology. Automation is the critical ingredient to realizing that full vision. We develop integration products and services for Bonterra Case Management software to support the deployment of automations for a variety of use cases.
This video focuses on the notifications, alerts, and approval requests using Slack for Bonterra Impact Management. The solutions covered in this webinar can also be deployed for Microsoft Teams.
Interested in deploying notification automations for Bonterra Impact Management? Contact us at sales@sidekicksolutionsllc.com to discuss next steps.
Encryption in Microsoft 365 - ExpertsLive Netherlands 2024Albert Hoitingh
In this session I delve into the encryption technology used in Microsoft 365 and Microsoft Purview. Including the concepts of Customer Key and Double Key Encryption.
Encryption in Microsoft 365 - ExpertsLive Netherlands 2024
3D Augmented Reality Avatars
1. CTC Company Proprietary Information 1
3D Augmented Reality Avatars
“Vanguards of the Museum Revolution”
Richard Burkert, Julie Adcock, Ron
Punako, Dave Luciew,
Delivering Cost-Effective Education and Training Solutions
3. 3
• Challenges
• Underlying Goal - tell the story
• characters, events, places
• Visual elements enhance storytelling
• Vision - cusp of a revolution in storytelling -
• 3D Gaming Technology
• Mobile Applications
• AR/VR
Background
4. 4
• Tech Upgrade/Exhibit Refresh
• Interactive media selection/museum renovation
• Interactive Storytelling and More Engagement
• Augmented Reality and Virtual Reality
• Interactive - dialogue based format
• CTC - “Partner in storytelling”
What brings us together?
5. 5
Interactive Character AR Tour Guide - Rev. David Beale
Interactive Setting - Virtual Reality Blacksmith Shop
Immersive Story Elements
13. 13
• Visitor supplied hardware solution (AR)
• See and experience things not physically present (historical
sites, artifacts, relics, figures, environments)
• Project onto real world environments
• Creating deeper and more meaningful experiences
• The power to see and experience historical narrative
• Digital guides are always available
The Power of AR for Museums
20. 20
• Augment/Integrate with existing exhibits
• Digital guides are always available
• Make entire 3D artifact collections accessible
• Keeps Exhibits and Technology Up to Date - Mobile solution adapted at any
museum
• New Source of Revenue - (In app sales, on demand collectables, and digital
sponsorships)
• Create/produce rich content that can only be unlocked on site - Integrate on-site
exploration linked to bonus content Reduced Operational Costs
• Encourages On-Site Visits
• Encourages Return/Repeat Visits
• Digital Preservation of Key Content - Leverage for Reuse
• Extension Into Community and Classrooms
Potential Operational Benefits for Museums
21. 21
• Helps tell the story and bring content to life
• Relevant for Millennials and beyond - Use technologies and
methods relevant to youth (3d, AR/VR/Social Media, Gaming, etc)
• Competition with available media
• Directed Experience and Self Guided Tours
• Remote Museum Tours - and Artifact Exploration
• Route visitors through attractions
• Add new, exclusive content to attract return Visits
• Weave a narrative that tells the story using sites, artifacts and
exhibits
• Encourage social sharing and platform
Potential Engagement Benefits for Museums
22. 22
• Ability to produce the high fidelity visual content central to
the experience
• App foundation and tools
• 3-D content sufficient to captivate and immerse the viewer,
on par with commercial entertainment
• Faithfully reconstruct digital environments and
personalities
• Guide character
• Environment creation
• Dedicated staff with specialized skills
What is needed?
24. Platform and Research
• Background
• AR/VR
• Developments and trends
• Vision / Mixed Reality Use Case
25. 25
• Major corporations including amazon, google, Facebook,
sony, and samsung agree that AR&VR represent the web
experience of the future and are heavily investing in the
design and use of these technologies.
Technology Trends (AR/VR)
26. 26
• 2014, Facebook’s $2B acquisition of Oculus Rift
• 1B Magic Leap
• Microsoft Holo lens
• Apple Primesense, AR Tech
Relevant Technology Trends AR/VR/Mobile
The image on the right represents learning all of the various ways that we can bring learning to organizations…at your fingertips whether it be through wearable devices, mobile devices, immersive environments, training, etc..
We leverage our matrixed teams across our company so that advances in technology are given consideration of various type of learning environments, applications, etc. allowing us to stay on top of current trends and advancements and bring those ideas and implementations to our clients.
We marry our engineering and technology disciplines with our E&T/human develop disciplines
Images on the left represent some of the learning technologies, including the work from the immersive simulation platform.
Sample 3D animated heads
CLE characters
Non human characters and mascots
What goes into making a historical guide character?
The marriage of today’s mobile apps and 3D augmented reality coupled with yesterday's historical artifacts combine to create an instantly engaging, uniquely interactive and highly educational experience for museums and historic sites. CTC augmented reality (AR) technology has the power to breathe life into and create instant engagement with virtually any object, be it an exhibit, printed page, painting or photograph, thus elevating and enriching on site experience for all museum visitors whose smartphone or tablet is enabled with the App.
CTC’s AR/VR technology holds the potential to bring otherwise static exhibits to life, enabling all visitors to enjoy a magical, historically-accurate, individually-guided educational experience. Simply by walking up to any exhibit enhanced with CTC’s AR/VR technology and raising an app-empowered smartphone or tablet, a fully animated, historically accurate character comes to life to tell it like it was back during those history-making days. The available character library is being built out to feature a complete roster of historical characters. This way, visitors would come to see history through the eyes and perspectives of an interesting and diverse array of actual witnesses. The technology also encourages young, technology-savvy visitors to scan exhibits, objects and attractions in order to retrieve content of interest and gather digital collectables.
Immersive Reality – far more than traditional VR – we add in characters, storyline, and interactivity
Expertise in 3D gaming technology, world construction, asset creation, animation
Custom avatars and historical characters – fully animated accurate character models
3D virtual worlds of any size or level of detail
Real time interaction rendered on any device
The image on the right represents learning all of the various ways that we can bring learning to organizations…at your fingertips whether it be through wearable devices, mobile devices, immersive environments, training, etc..
We leverage our matrixed teams across our company so that advances in technology are given consideration of various type of learning environments, applications, etc. allowing us to stay on top of current trends and advancements and bring those ideas and implementations to our clients.
We marry our engineering and technology disciplines with our E&T/human develop disciplines
Images on the left represent some of the learning technologies, including the work from the immersive simulation platform.
Blacksmith model created from photo/site reference